/*
 * Copyright (c) 2007, Olof Naessen and Per Larsson
 *
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, 
 * are permitted provided that the following conditions are met:
 *
 *    * Redistributions of source code must retain the above copyright notice, 
 *      this list of conditions and the following disclaimer.
 *    * Redistributions in binary form must reproduce the above copyright notice, 
 *      this list of conditions and the following disclaimer in the documentation 
 *      and/or other materials provided with the distribution.
 *    * Neither the name of the Darkbits nor the names of its contributors may be 
 *      used to endorse or promote products derived from this software without 
 *      specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef BALLZ_FLOORSPIKETILE_HPP
#define BALLZ_FLOORSPIKETILE_HPP

#include "hostiletile.hpp"

class FloorSpikeTile: public HostileTile
{
public:
    FloorSpikeTile(int x, int y, const std::string& filename);
	FloorSpikeTile(int x, int y, BITMAP *animation);
    ~FloorSpikeTile();
    bool isSolid();
    void logic();
    void draw(BITMAP *dest, int frame, int scroll);
    void collision(Level* level, Ball* ball);

    enum State
    {
        DOWN,
        UP,
        MOVING_DOWN,
        MOVING_UP
    };
protected:
    State mState;
    int mFrame;
    int mTime;
    bool mSolid;
    bool mHostile;
};

#endif
